Koni 1 Posted October 14, 2011 (edited) I have been using this damage event handler for units to sort of simulate them waring body armour, giving them more health so to speak... this addEventHandler ["HandleDamage",{if (_this select 1=="") then {damage (_this select 0)+((_this select 2)/6)}}]; As far as I know, this should give the unit 6x the hit amount needed to kill them, likewise using a higher number would multiply the effect, making them need more hits to kill them. I've applied the same damage handler to a editor placed Minaret, but the damage seems to be set wrong for some reason when it comes to bullets. The higher the number I use at the end of the HandleDamage, the more satchel charges you need to blow the Minaret up, but you can destroy the Minaret easier the higher the number with a Machine gun bullets? Any ideas how to stop this from happening ? Edited October 14, 2011 by Koni Share this post Link to post Share on other sites
Skelt 10 Posted October 14, 2011 I'm not familiar with the Minaret object, what is it? A great script is RUG Body Armor written by Wolfrug. I've used it before and it's pretty nifty. ---------- Post added at 08:15 PM ---------- Previous post was at 08:13 PM ---------- Another thing about it, is you can place an object, addAction to it linked to the rug script, and it will apply the body armor to the player, so you can place body armor objects around the map encase you set your armor to fail after 3 hits or what not... you can configure it to last for ever though if you want. ---------- Post added at 08:15 PM ---------- Previous post was at 08:15 PM ---------- good ol fashion RPG style loot body armor haha Share this post Link to post Share on other sites
Koni 1 Posted October 14, 2011 A Minaret is a tower that Imam's call the population to prayer from. There's generally one in each major town in Takistan. It's a real strange problem, probably because I don't understand how the damage handling is done, but with no handler attached giving supposedly extra life\hit points, a Minaret1 is still standing after ... 400 rounds fired from a PKM. BUT is destroyed with 3 satchel charges. Now a Minaret1 placed on the map with this addEventHandler ["HandleDamage",{if (_this select 1=="") then {damage (_this select 0)+((_this select 2)/6)}}]; in it's init line can only take 61 rounds from a PKM until it is destroyed. BUT takes 4 satchel charges to destroy it. It seems to work best on actual man units, say it takes one bullet to kill with normal health, then increasing the end number to say 10 then it would take around 10 bullets to kill, but not with buildings it seems. Share this post Link to post Share on other sites
.kju 3105 Posted October 15, 2011 Did you use diag_log logging/debugging to understand whats actually going on? It might have more damage sections you fail to address by only looking for "". Share this post Link to post Share on other sites
Koni 1 Posted October 15, 2011 To be honest, I have no idea what that actually is. Share this post Link to post Share on other sites
.kju 3105 Posted October 16, 2011 Check: http://community.bistudio.com/wiki/diag_log http://community.bistudio.com/wiki/arma.RPT Share this post Link to post Share on other sites